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<a href="_i_skinned_mesh_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2012 Nikolaus Gebhardt</span>
<a name="l00002"></a>00002 <span class="comment">// This file is part of the &quot;Irrlicht Engine&quot;.</span>
<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
<a name="l00004"></a>00004 
<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_SKINNED_MESH_H_INCLUDED__</span>
<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_SKINNED_MESH_H_INCLUDED__</span>
<a name="l00007"></a>00007 <span class="preprocessor"></span>
<a name="l00008"></a>00008 <span class="preprocessor">#include &quot;<a class="code" href="irr_array_8h.html">irrArray.h</a>&quot;</span>
<a name="l00009"></a>00009 <span class="preprocessor">#include &quot;<a class="code" href="_i_bone_scene_node_8h.html">IBoneSceneNode.h</a>&quot;</span>
<a name="l00010"></a>00010 <span class="preprocessor">#include &quot;<a class="code" href="_i_animated_mesh_8h.html">IAnimatedMesh.h</a>&quot;</span>
<a name="l00011"></a>00011 <span class="preprocessor">#include &quot;<a class="code" href="_s_skin_mesh_buffer_8h.html">SSkinMeshBuffer.h</a>&quot;</span>
<a name="l00012"></a>00012 
<a name="l00013"></a>00013 <span class="keyword">namespace </span>irr
<a name="l00014"></a>00014 {
<a name="l00015"></a>00015 <span class="keyword">namespace </span>scene
<a name="l00016"></a>00016 {
<a name="l00017"></a>00017 
<a name="l00018"></a><a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314c">00018</a>     <span class="keyword">enum</span> <a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314c">E_INTERPOLATION_MODE</a>
<a name="l00019"></a>00019     {
<a name="l00020"></a>00020         <span class="comment">// constant does use the current key-values without interpolation</span>
<a name="l00021"></a><a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caba5f84c1ec6dc808bccdef643643fb66">00021</a>         <a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caba5f84c1ec6dc808bccdef643643fb66">EIM_CONSTANT</a> = 0,
<a name="l00022"></a>00022 
<a name="l00023"></a>00023         <span class="comment">// linear interpolation</span>
<a name="l00024"></a><a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caeb0eee69d713313af0d1223d70da7b46">00024</a>         <a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caeb0eee69d713313af0d1223d70da7b46">EIM_LINEAR</a>,
<a name="l00025"></a>00025 
<a name="l00027"></a><a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314ca7c2057a6943b57b8adb3358b3b33bbdf">00027</a>         <a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314ca7c2057a6943b57b8adb3358b3b33bbdf" title="count of all available interpolation modes">EIM_COUNT</a>
<a name="l00028"></a>00028     };
<a name="l00029"></a>00029 
<a name="l00030"></a>00030 
<a name="l00032"></a><a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html">00032</a>     <span class="keyword">class </span><a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html" title="Interface for using some special functions of Skinned meshes.">ISkinnedMesh</a> : <span class="keyword">public</span> <a class="code" href="classirr_1_1scene_1_1_i_animated_mesh.html" title="Interface for an animated mesh.">IAnimatedMesh</a>
<a name="l00033"></a>00033     {
<a name="l00034"></a>00034     <span class="keyword">public</span>:
<a name="l00035"></a>00035 
<a name="l00037"></a>00037 
<a name="l00038"></a>00038         <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a7715fb82ffec225d2fd9b8aa860e3c38" title="Gets joint count.">getJointCount</a>() <span class="keyword">const</span> = 0;
<a name="l00039"></a>00039 
<a name="l00041"></a>00041 
<a name="l00044"></a>00044         <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#ab28aed78a7e2eeaa20ba7eb0eb082ba4" title="Gets the name of a joint.">getJointName</a>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> number) <span class="keyword">const</span> = 0;
<a name="l00045"></a>00045 
<a name="l00047"></a>00047 
<a name="l00049"></a>00049         <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#ace7288f54490d017efebe24c3eb46ab8" title="Gets a joint number from its name.">getJointNumber</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* name) <span class="keyword">const</span> = 0;
<a name="l00050"></a>00050 
<a name="l00052"></a>00052 
<a name="l00057"></a>00057         <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a1d7d56472adeb21aada79c361bf142be" title="Use animation from another mesh.">useAnimationFrom</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html" title="Interface for using some special functions of Skinned meshes.">ISkinnedMesh</a> *mesh) = 0;
<a name="l00058"></a>00058 
<a name="l00060"></a>00060 
<a name="l00063"></a>00063         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a19f264883a006d68b44f8b81d8ff5927" title="Update Normals when Animating.">updateNormalsWhenAnimating</a>(<span class="keywordtype">bool</span> on) = 0;
<a name="l00064"></a>00064 
<a name="l00066"></a>00066         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#afbb087c018dac08007ff5d22c6fe86b9" title="Sets Interpolation Mode.">setInterpolationMode</a>(<a class="code" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314c">E_INTERPOLATION_MODE</a> mode) = 0;
<a name="l00067"></a>00067 
<a name="l00069"></a>00069         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a5cbb9dad48413636f9e9c2ac9201cfae" title="Animates this mesh&#39;s joints based on frame input.">animateMesh</a>(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> frame, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> blend)=0;
<a name="l00070"></a>00070 
<a name="l00072"></a>00072         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a3bd5dd1429c13bce259557875a5bbe7d" title="Preforms a software skin on this mesh based of joint positions.">skinMesh</a>() = 0;
<a name="l00073"></a>00073 
<a name="l00075"></a>00075 
<a name="l00076"></a>00076         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#ae63f3f1a74bf38c4b5113e3a5b96c0f3" title="converts the vertex type of all meshbuffers to tangents.">convertMeshToTangents</a>() = 0;
<a name="l00077"></a>00077 
<a name="l00079"></a>00079         <span class="comment">/* This feature is not implementated in Irrlicht yet */</span>
<a name="l00080"></a>00080         <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a42ff192210ffc61a4c9fe8184b466b17" title="Allows to enable hardware skinning.">setHardwareSkinning</a>(<span class="keywordtype">bool</span> on) = 0;
<a name="l00081"></a>00081 
<a name="l00083"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html">00083</a>         <span class="keyword">struct </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html" title="A vertex weight.">SWeight</a>
<a name="l00084"></a>00084         {
<a name="l00086"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#acc9e699fd4dc2ba4f5a8f0cc1b2f99d4">00086</a>             <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#acc9e699fd4dc2ba4f5a8f0cc1b2f99d4" title="Index of the mesh buffer.">buffer_id</a>; <span class="comment">//I doubt 32bits is needed</span>
<a name="l00087"></a>00087 
<a name="l00089"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#aeccead1b5bb574aa4232c693a55dfed7">00089</a>             <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#aeccead1b5bb574aa4232c693a55dfed7" title="Index of the vertex.">vertex_id</a>; <span class="comment">//Store global ID here</span>
<a name="l00090"></a>00090 
<a name="l00092"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#a090246843a5a57bb5ac1afb15c02538b">00092</a>             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#a090246843a5a57bb5ac1afb15c02538b" title="Weight Strength/Percentage (0-1)">strength</a>;
<a name="l00093"></a>00093 
<a name="l00094"></a>00094         <span class="keyword">private</span>:
<a name="l00096"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#a9fe6767b50580f2235b3a86dda1e5b7c">00096</a>             <span class="keyword">friend</span> <span class="keyword">class </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html#a9fe6767b50580f2235b3a86dda1e5b7c" title="Internal members used by CSkinnedMesh.">CSkinnedMesh</a>;
<a name="l00097"></a>00097             <span class="keywordtype">bool</span> *Moved;
<a name="l00098"></a>00098             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> StaticPos;
<a name="l00099"></a>00099             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> StaticNormal;
<a name="l00100"></a>00100         };
<a name="l00101"></a>00101 
<a name="l00102"></a>00102 
<a name="l00104"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html">00104</a>         <span class="keyword">struct </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html" title="Animation keyframe which describes a new position.">SPositionKey</a>
<a name="l00105"></a>00105         {
<a name="l00106"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html#af49ab8dba76caf8befa4534371570bdc">00106</a>             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html#af49ab8dba76caf8befa4534371570bdc">frame</a>;
<a name="l00107"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html#a7578dc83cfc3751ad704c1925358bafb">00107</a>             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html#a7578dc83cfc3751ad704c1925358bafb">position</a>;
<a name="l00108"></a>00108         };
<a name="l00109"></a>00109 
<a name="l00111"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html">00111</a>         <span class="keyword">struct </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html" title="Animation keyframe which describes a new scale.">SScaleKey</a>
<a name="l00112"></a>00112         {
<a name="l00113"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html#a5b8d8c1992159e5ac2ff04971d39937b">00113</a>             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html#a5b8d8c1992159e5ac2ff04971d39937b">frame</a>;
<a name="l00114"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html#a76efbacf711296d308649819c4444991">00114</a>             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html#a76efbacf711296d308649819c4444991">scale</a>;
<a name="l00115"></a>00115         };
<a name="l00116"></a>00116 
<a name="l00118"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html">00118</a>         <span class="keyword">struct </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html" title="Animation keyframe which describes a new rotation.">SRotationKey</a>
<a name="l00119"></a>00119         {
<a name="l00120"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html#aeef03ed92fab6225d0d05c16310525fb">00120</a>             <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html#aeef03ed92fab6225d0d05c16310525fb">frame</a>;
<a name="l00121"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html#ab5fb9e384ec2a0b53ebac672f4b66773">00121</a>             <a class="code" href="classirr_1_1core_1_1quaternion.html" title="Quaternion class for representing rotations.">core::quaternion</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html#ab5fb9e384ec2a0b53ebac672f4b66773">rotation</a>;
<a name="l00122"></a>00122         };
<a name="l00123"></a>00123 
<a name="l00125"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html">00125</a>         <span class="keyword">struct </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a>
<a name="l00126"></a>00126         {
<a name="l00127"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a03896227a712b8e52a6e7ee5a2a6f3b2">00127</a>             <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a03896227a712b8e52a6e7ee5a2a6f3b2">SJoint</a>() : UseAnimationFrom(0), GlobalSkinningSpace(false),
<a name="l00128"></a>00128                 positionHint(-1),scaleHint(-1),rotationHint(-1)
<a name="l00129"></a>00129             {
<a name="l00130"></a>00130             }
<a name="l00131"></a>00131 
<a name="l00133"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a1ec471464704aa4c3a7c83fe3c5625d9">00133</a>             <a class="code" href="classirr_1_1core_1_1string.html">core::stringc</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a1ec471464704aa4c3a7c83fe3c5625d9" title="The name of this joint.">Name</a>;
<a name="l00134"></a>00134 
<a name="l00136"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a2db3a83c0672a5209ae9b9a8acaa4d8d">00136</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a2db3a83c0672a5209ae9b9a8acaa4d8d" title="Local matrix of this joint.">LocalMatrix</a>;
<a name="l00137"></a>00137 
<a name="l00139"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ab73e76450062d8761d59f4bd1c8bd21f">00139</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SJoint*&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ab73e76450062d8761d59f4bd1c8bd21f" title="List of child joints.">Children</a>;
<a name="l00140"></a>00140 
<a name="l00142"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#af156b11bdfe0702e27bffa5395690eb8">00142</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;u32&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#af156b11bdfe0702e27bffa5395690eb8" title="List of attached meshes.">AttachedMeshes</a>;
<a name="l00143"></a>00143 
<a name="l00145"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a709730c20d5c391e9dc3776fbdc1fce8">00145</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SPositionKey&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a709730c20d5c391e9dc3776fbdc1fce8" title="Animation keys causing translation change.">PositionKeys</a>;
<a name="l00146"></a>00146 
<a name="l00148"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#aaf8b629afa21dc3a887c0e2bfe253eac">00148</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SScaleKey&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#aaf8b629afa21dc3a887c0e2bfe253eac" title="Animation keys causing scale change.">ScaleKeys</a>;
<a name="l00149"></a>00149 
<a name="l00151"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a4fbaac53f1fe83c5059e1ca12bf33fc5">00151</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SRotationKey&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a4fbaac53f1fe83c5059e1ca12bf33fc5" title="Animation keys causing rotation change.">RotationKeys</a>;
<a name="l00152"></a>00152 
<a name="l00154"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a9e3cce49b0ce616ce1af590080ac3dd6">00154</a>             <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SWeight&gt;</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a9e3cce49b0ce616ce1af590080ac3dd6" title="Skin weights.">Weights</a>;
<a name="l00155"></a>00155 
<a name="l00157"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a633203c1f514622febdad45edd06b9a5">00157</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a633203c1f514622febdad45edd06b9a5" title="Unnecessary for loaders, will be overwritten on finalize.">GlobalMatrix</a>;
<a name="l00158"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a97acedfcb8e9f3e42066d2ec5d6fd9d9">00158</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a97acedfcb8e9f3e42066d2ec5d6fd9d9">GlobalAnimatedMatrix</a>;
<a name="l00159"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a85a41206d58fcf9c1137816b2458f6df">00159</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a85a41206d58fcf9c1137816b2458f6df">LocalAnimatedMatrix</a>;
<a name="l00160"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#afab6f8e97ab27f9ccb38414b525d3be8">00160</a>             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#afab6f8e97ab27f9ccb38414b525d3be8">Animatedposition</a>;
<a name="l00161"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#af0c44ca1f439f609f65364d2ad80a58a">00161</a>             <a class="code" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#af0c44ca1f439f609f65364d2ad80a58a">Animatedscale</a>;
<a name="l00162"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ac2339f830add4abe945d6a0d54cc0a98">00162</a>             <a class="code" href="classirr_1_1core_1_1quaternion.html" title="Quaternion class for representing rotations.">core::quaternion</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ac2339f830add4abe945d6a0d54cc0a98">Animatedrotation</a>;
<a name="l00163"></a>00163 
<a name="l00164"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ad260047cd71d4276f095c169f8f3da72">00164</a>             <a class="code" href="classirr_1_1core_1_1_c_matrix4.html" title="4x4 matrix. Mostly used as transformation matrix for 3d calculations.">core::matrix4</a> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#ad260047cd71d4276f095c169f8f3da72">GlobalInversedMatrix</a>; <span class="comment">//the x format pre-calculates this</span>
<a name="l00165"></a>00165 
<a name="l00166"></a>00166         <span class="keyword">private</span>:
<a name="l00168"></a><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a9fe6767b50580f2235b3a86dda1e5b7c">00168</a>             <span class="keyword">friend</span> <span class="keyword">class </span><a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html#a9fe6767b50580f2235b3a86dda1e5b7c" title="Internal members used by CSkinnedMesh.">CSkinnedMesh</a>;
<a name="l00169"></a>00169 
<a name="l00170"></a>00170             <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *UseAnimationFrom;
<a name="l00171"></a>00171             <span class="keywordtype">bool</span> GlobalSkinningSpace;
<a name="l00172"></a>00172 
<a name="l00173"></a>00173             <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> positionHint;
<a name="l00174"></a>00174             <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> scaleHint;
<a name="l00175"></a>00175             <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> rotationHint;
<a name="l00176"></a>00176         };
<a name="l00177"></a>00177 
<a name="l00178"></a>00178 
<a name="l00179"></a>00179         <span class="comment">//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_</span>
<a name="l00180"></a>00180 
<a name="l00181"></a>00181         <span class="comment">//these functions will use the needed arrays, set values, etc to help the loaders</span>
<a name="l00182"></a>00182 
<a name="l00184"></a>00184         <span class="keyword">virtual</span> <a class="code" href="classirr_1_1core_1_1array.html" title="Self reallocating template array (like stl vector) with additional features.">core::array&lt;SSkinMeshBuffer*&gt;</a>&amp; <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a5c46b784d6e8b7479e6f630377ab42ef" title="exposed for loaders: to add mesh buffers">getMeshBuffers</a>() = 0;
<a name="l00185"></a>00185 
<a name="l00187"></a>00187         <span class="keyword">virtual</span> <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SJoint*&gt;</a>&amp; <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a4fcdc38666f24a092191668ff909936f" title="exposed for loaders: joints list">getAllJoints</a>() = 0;
<a name="l00188"></a>00188 
<a name="l00190"></a>00190         <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1array.html">core::array&lt;SJoint*&gt;</a>&amp; <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a4fcdc38666f24a092191668ff909936f" title="exposed for loaders: joints list">getAllJoints</a>() <span class="keyword">const</span> = 0;
<a name="l00191"></a>00191 
<a name="l00193"></a>00193         <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a83549df06904513c439c92e34b424b02" title="loaders should call this after populating the mesh">finalize</a>() = 0;
<a name="l00194"></a>00194 
<a name="l00196"></a>00196         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_s_skin_mesh_buffer.html" title="A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime...">SSkinMeshBuffer</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#abc55b0dc2c1e80ef5fa4cab8e17b76af" title="Adds a new meshbuffer to the mesh, access it as last one.">addMeshBuffer</a>() = 0;
<a name="l00197"></a>00197 
<a name="l00199"></a>00199         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a713edfbc7f3e9394487882156dc6fe2f" title="Adds a new joint to the mesh, access it as last one.">addJoint</a>(<a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *parent=0) = 0;
<a name="l00200"></a>00200 
<a name="l00202"></a>00202         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_weight.html" title="A vertex weight.">SWeight</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a6b79ee2544eb0ffe8501c06fd347ea89" title="Adds a new weight to the mesh, access it as last one.">addWeight</a>(<a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *joint) = 0;
<a name="l00203"></a>00203 
<a name="l00205"></a>00205         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_position_key.html" title="Animation keyframe which describes a new position.">SPositionKey</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a4441937c52c1fdf3d2bbaeff1406716d" title="Adds a new position key to the mesh, access it as last one.">addPositionKey</a>(<a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *joint) = 0;
<a name="l00207"></a>00207         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_scale_key.html" title="Animation keyframe which describes a new scale.">SScaleKey</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a3601a01c99594fe8db3cccaec89df7d6" title="Adds a new scale key to the mesh, access it as last one.">addScaleKey</a>(<a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *joint) = 0;
<a name="l00209"></a>00209         <span class="keyword">virtual</span> <a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_rotation_key.html" title="Animation keyframe which describes a new rotation.">SRotationKey</a>* <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#ab5d41c1fc22de5d7cb9c376d2a873ab9" title="Adds a new rotation key to the mesh, access it as last one.">addRotationKey</a>(<a class="code" href="structirr_1_1scene_1_1_i_skinned_mesh_1_1_s_joint.html" title="Joints.">SJoint</a> *joint) = 0;
<a name="l00210"></a>00210 
<a name="l00212"></a>00212         <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classirr_1_1scene_1_1_i_skinned_mesh.html#a2131a8693a84e29036ffff69955a2ec1" title="Check if the mesh is non-animated.">isStatic</a>()=0;
<a name="l00213"></a>00213     };
<a name="l00214"></a>00214 
<a name="l00215"></a>00215 } <span class="comment">// end namespace scene</span>
<a name="l00216"></a>00216 } <span class="comment">// end namespace irr</span>
<a name="l00217"></a>00217 
<a name="l00218"></a>00218 <span class="preprocessor">#endif</span>
<a name="l00219"></a>00219 <span class="preprocessor"></span>
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